Title: Continuous Entity Behaviors CEB and Human Intelligence HUMINT in OneSAF
1Continuous Entity Behaviors (CEB) and Human
Intelligence (HUMINT) in OneSAF
David Nash, Ph.D.
2Continuous Entity Behaviors
- The name is descriptive of the capability
- It refers to a set of OneSAF behaviors
- that may be used to control the actions of
entities (as opposed to units) - which operate continuously whenever the entity
is not performing an assigned (directed)
behavior. - Objectives
- Provide schedulable, randomized behaviors to
represent the asynchronous activities of
lifeforms and vehicles. - Allow for manual or semi-automatic specification
of behavior locus. - Manual "Use this specific building as your
workplace." - Semi-automatic System identifies an appropriate
location within a specified bounding area - User is able to specify by data the building
functions and feature types to select for the
performance of certain kinds of activities (e.g.
workplace, shopping, or recreation areas)
3Types of CEB implemented
- Go to place Move to a particular location or
area. - Optionally, perform "milling" activities at that
location that are place-specific. For example,
within a building an entity will periodically
move to a different location within the room, as
if pacing, or walking to a file cabinet, etc. - Travel roads - vehicles travel random patterns
within a road network constrained to a
two-dimensional space. This models the movement
of delivery trucks, patrolling security vehicles,
etc. - Loiter - Entities move about periodically within
a designated area. This may be used to model the
activities of children playing in a park,
shoppers browsing an outdoor mall, etc.
4The Scheduled task trigger type
- CEB are used to perform activities on a periodic
basis. - The Scheduled task trigger type is responsible
for execution of CEB at the appropriate time. - Scheduled trigger inputs
- Day of week
- Time of day
- Duration (possibly infinite)
- Multiple CEB may be scheduledwithin the same
phase to representactivities during multiple
days ofthe week.
5Future work tools interface
- A partial implementation of an interface to
create schedule "classes" has been developed that
will make it easier to assign CEB to large groups
of entities - "Within this specified area give me 50 day
workers, 30 farmers, and 20 street people." - The schedule classes day worker, farmer, and
street person have associated sets of scheduled
behaviors to represent their habitual activities,
e.g. for day worker - Go to work at 0800 30 minutes
- Got to lunch at 1200 60 minutes, return at 1400
30 minutes - Go home at 1700 30 minutes
6Idle behaviors
- Idle behaviors are executed whenever an entity
is not responding to an event. - Noncombatant idle behaviors include
- Navigate building perimeter
- Follow road feature
- Move to and enter building
- Select and move to random point
7Reactions to events
- Humans often exhibit instinctive responses to
certain kinds of events in group settings, e.g.
detonations - Entities may be composed with an agent that
listens for particular events of interest. - Upon detection of an event, the agent causes a
reactive behavior to be performed. - The mapping of reactive behavior to stimulating
event is data-driven, and thus configurable prior
to run time.
8Elements of a typical urban scenario
NC's pursue various idle cycle behaviors within AO
An event occurs entities within range respond
As reaction durations elapse, affected entities
return to idle behaviors
9Example scenarios supported by idle / reactive
behaviors
Plaza bomber
Humanitarian aid
Protest
10Demonstration
11OneSAF representation of HUMINT capabilities
12Representing HUMINT
- Lifeform entities (e.g. individual combatants,
civilians) may be configured to possess
information "nuggets" that are either - Free-format
- Descriptive of an activity (task)
- Such configuration may take place before or
during scenario execution - Both formats include attributes to indicate
subject, content, time of receipt, source, and
classification - The HUMINT tab of the Intel Battle Command Frame
provides a graphical interface that exposes
nugget contents to human role-players / analysts
13The Intel Battle Command Frame
14Types of HUMINT-generated information
- Free-format Text without any particular
structure. The preceding slide is an example of
this type. - Task oriented Interview subjects that are
participants in a future orderable behavior - If information transfer is partial, it is
expressed using these increments - Free format
- WHO The interview subject
- WHAT The title of the nugget
- WHEN The nugget timestamp
- DETAILS The content
- Task-oriented
- WHO The ordered actor
- WHAT The title of the behavior (e.g. Construct
HVIED) - WHEN The behavior trigger (at time, on command,
or completion of previous - DETAILS Input parameters peculiar to the ordered
behavior
15Transmission of HUMINT
- Information may be transferred from one lifeform
to another by using the Conduct Interview
orderable behavior - The ordered actor approaches the interview
subject, and after an appropriate time delay,
information flows from the subject to the
interviewer. - The time needed to conduct the interview, as well
as the subject's inclination to be forthcoming is
affected by - Side relationship between subject/interviewer
sides - Level of cooperation between subject/interviewer
sides
16Attenuating the flow of information
- Side relationship A discrete characterization of
how entities from each side relate to each other.
Side relationships need not be reciprocal. - Cooperation A sliding-scale characterization of
entities' willingness to divulge information.
17Attenuating the flow of information
- A randomly generated value is compared to
data-driven thresholds to determine the
increments of information that are transferred. - Side relationship between interview subject and
interviewer determines the applicable band of
thresholds the random value determines which
increments will be conveyed.
18Influencing cooperation
- Certain activities change the willingness of
sides to cooperate - Civil-military operations - Humanitarian relief
operations - Psychological operations - Fires and effects
- Coercion - Security
- The effects of these activities are represented
by the orderable behavior Influence Cooperation - Ordered actor occupies the area within which
influence is desired to be imposed after an
appropriate delay, the effect on cooperation
between the side performing the activity and the
sides of entities transiting the area of
influence is modified - The intensity of the effect is
- Proportional to the number of entities performing
the action and the number of influenced entities. - Inversely proportional to the size of the area of
influence.
19Demonstration